Major feature push staging room.html for sprint A.8 — adds the burger btn + fan-of-five sub-btns affordance, then rotates the whole landscape btn layout to make room for it. The landscape refactor is universal (not .room-page-scoped) so every page that hosts these btns reads consistently.
## Burger btn + fan-of-five (room.html only)
`templates/apps/gameboard/_partials/_room_burger.html` (NEW) — `#id_burger_btn` (.fa-burger) + `#id_burger_fan` containing 5 sub-btns: `#id_voice_btn` (headset), `#id_sky_btn` (cloud), `#id_earth_btn` (earth-americas), `#id_sea_btn` (bridge-water), `#id_text_btn` (keyboard). Pure scaffolding — no click handlers in this sprint; wire-up lands later as each surface matures.
`apps/epic/static/apps/epic/burger-btn.js` (NEW) — toggle `.active` on click; Escape + click-outside close; opening burger auto-closes the kit dialog (`#id_kit_bag_dialog`) + the bud slide-out panel (`html.bud-open`) by dispatching a click to the owning btn (routes through that btn's own toggle/close path — no fetch on close). `bindBurger()` returns an `AbortController` so test code (+ any future re-bind callers) can detach all listeners cleanly via `ac.abort()`.
`static_src/scss/_burger.scss` (NEW) — burger sits parallel to gear-above-kit but on the bud-side. Portrait: bottom:4.2rem; left:0.5rem (above #id_bud_btn). Landscape: bottom:0.5rem; right:4.2rem (to the LEFT of #id_bud_btn). Fan is a CSS radial menu w. each sub-btn's `--angle = --base + --i * 30deg`. Portrait `--base: 0deg` (arc 12→4 o'clock), landscape `--base: -90deg` (arc 9→1 o'clock). Sub-btn radius `--r: 7.75rem`. Indices: voice=0, sky=1, earth=2, sea=3, text=4 (user-spec'd clockwise order).
room.html includes the partial + the script; the burger renders unconditionally regardless of `gate_status` / `table_status`.
## Universal landscape btn refactor
Sprint replaces the prior centred-in-sidebar landscape arrangement w. a kit-at-top + bud-at-bottom + gear/burger as horizontal partners. Applies to every page in landscape (was scoped to .room-page in the first iteration).
`_game-kit.scss` — kit_btn landscape moves to top:0.5rem; right:0.5rem (was bottom:0.5rem centred in sidebar). The 0.5rem right literal (not the calc((--sidebar-w - 3rem)/2)=1rem) produces a 0.7rem edge-to-edge gap w. gear at right:4.2rem — matching the portrait gear-above-kit gap exactly.
`_bud.scss` — bud_btn landscape moves to bottom:0.5rem; right:0.5rem (was top:0.5rem centred in sidebar). Same 0.5rem literal as kit_btn. bud_panel #id_recipient relocates to bottom:0.5rem (was top:0.5rem) + transform-origin flips to right center. .bud-suggestions rise upward from above the panel (bottom:4rem) instead of dropping from below.
`_applets.scss` — .gear-btn landscape moves to top:0.5rem; right:4.2rem (was centred bottom:3.95rem). All applet menus anchor at top:2.6rem; right:4.2rem (beneath the gear's leftward arc) extending DOWN-LEFT into the viewport. #id_room_menu joins the shared portrait position list (was bespoke in _room.scss).
`_room.scss` — bespoke #id_room_menu rule deleted entirely. The menu now inherits %applet-menu + the shared portrait position list — same chrome + behaviour as #id_post_menu / #id_billscroll_menu. Earlier iteration tried flex-direction:row in landscape; reverted per user request — "lose all scss specificity" wins.
`_card-deck.scss` — obsolete `#id_room_menu { right: 2.5rem; }` override in the XL+landscape block deleted. Was a same-specificity hack to beat _applets.scss's old centred position; no longer needed w. the consolidated rule.
## kit_bag_dialog vertical bar in landscape
`_game-kit.scss` — when open in landscape, dialog covers the right sidebar (top:0; bottom:0; right:0; width: var(--sidebar-w)). Slides in from off-viewport right by animating max-width 0 → var(--sidebar-w). Opaque bg (rgba(--priUser, 1) — was 0.97). z-index: 319 (above burger at 318) so it lands in front of the burger btn when open. Top-edge border → left-edge border.
Inner content flips to `flex-direction: column-reverse` so DOM order Deck→Dice→Trinket→Tokens paints visually bottom→top. .kit-bag-section also column-reverse → icon row above label. .kit-bag-label drops vertical-rl + the rotate(180deg) scaleX(1.3) transform, reads horizontally. .kit-bag-row--scroll flips to column + overflow-y for the Tokens scrollable row.
`game-kit.js attachTooltip()` — 2-axis tooltip clamp matching sky-wheel.js + wallet.js's pattern. Horizontal: left edge stays within [1rem, viewport-ttW-1rem]. Vertical: prefer ABOVE the element; flip BELOW when tooltip is too tall to fit above (e.g. landscape kit bar w. Tokens row near top). Resets top/bottom on mouseleave so next show measures fresh.
## Tests
`apps/epic/tests/integrated/test_views.py` (+1 class, 6 ITs) — RoomBurgerBtnRenderTest: burger_btn renders, fan container renders, 5 sub-btns w. correct ids, icons match spec, burger-btn.js loaded, burger persists thru table_status.
`static_src/tests/BurgerSpec.js` (NEW, 19 Jasmine specs) — bindBurger() returns AbortController; click toggle; Escape close; click-outside close; opening burger closes kit dialog + bud panel when set; AbortController teardown removes listeners.
All 1356 IT+UT green (+6 new from RoomBurgerBtnRenderTest, was 1350). Jasmine suite green (was 220-something specs, +19 BurgerSpec).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
- Brief schema (billboard/0007): post FK becomes nullable + new room FK to epic.Room + KIND_GAME_INVITE enum value. to_banner_dict resolves post_url to reverse('epic:gatekeeper', room.id) when post is null and room is set.
- epic.invite_gamer view refactor:
• Accepts `recipient` (matches bud-panel field; legacy `invitee_email` still works for full backwards compat).
• Resolves via apps.billboard.views._resolve_recipient (email if "@" present, else username).
• RoomInvite stores the resolved User's email (or raw input if unregistered).
• Auto-adds inviter ↔ recipient to each others' buds (symmetric per Phase 2 spec) when recipient is a registered User.
• Spawns a Brief w. owner=request.user, kind=GAME_INVITE, room=room, post=null.
• Accept: application/json → {brief, recipient_display}; otherwise redirects to gatekeeper as before.
• Self-invite + blank recipient: 200 w. brief=null, no RoomInvite, no buds touch.
- _gatekeeper.html: gate-invite-panel block (lines 62-71) removed.
- new templates/apps/billboard/_partials/_bud_invite_panel.html: clone of _bud_panel.html w. data-invite-url + autocomplete from request.user.buds. JS posts to invite_gamer + Brief.showBanner. room.html includes it owner-only when not table_status and gate_status != RENEWAL_DUE.
- room.html scripts block now loads apps/dashboard/note.js so window.Brief is defined for the slide-down banner.
- Tests: new test_invite_gamer.py (14 ITs) covering ajax + legacy form-submit paths, recipient resolution, RoomInvite creation, Brief w. room FK + GAME_INVITE kind, symmetric buds auto-add, unregistered/self/blank silent no-op cases. New test_gatekeeper_bud_btn.py FT (9 tests) covers presence (owner-only), absence of legacy #id_invite_email, async invite flow end-to-end (RoomInvite, Brief, banner, panel close, username resolve, buds auto-add).
- test_brief.test_brief_owner_post_required relaxed to test_brief_owner_required (post is now nullable).
- test_room_gatekeeper.test_second_gamer_drops_token_into_open_slot updated to drive the bud-btn flow (drops the #id_invite_email/#id_invite_btn references).
- 866 ITs (+14) + 9 gatekeeper FTs + 28 existing room-gatekeeper FTs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- html { font-size: clamp(14px, 2.4vmin, 22px) } — single sliding scale; everything in rem (sidebar widths, h2 font-size, paddings) scales together. Phone rotation swaps width/height but vmin stays the same → 1rem stays the same → navbar/footer/h2 hold their size between portrait + landscape.
- :root --sidebar-w: 5rem (replaces the locally-scoped $sidebar-w SCSS var that lived inside @media blocks); --h2-col-w: 3rem for the rotated wordmark column in landscape. var(--sidebar-w) + var(--h2-col-w) are the only knobs that move the layout.
- Landscape container: margin-left = calc(var(--sidebar-w) + var(--h2-col-w)); margin-right = var(--sidebar-w). Applets are now clipped INSIDE the h2 column, so the rotated "BILLPOST" / "DASHBOARD" wordmark never has content bleeding behind it (the original complaint).
- h2 markup refactor across 13 templates: <span>BILL</span><span>POST</span> instead of <span>BILL</span>POST. Portrait styling: display: flex; first span flex 0 0 45% + --quaUser colour; second span flex 0 0 55% + --secUser inherited. Per-span text-align: justify + text-justify: inter-character keeps the inter-letter spacing within each span. Landscape resets the flex (single rotated wordmark, not split).
- Drop the four h2 font-size jumps (min-height: 400/500/800px) — single font-size: 3rem now scales fluidly via root rem. Drop the @media (orientation: landscape) and (max-width: 1100px) h1 override (rem-fluid handles cramped widths). Drop the entire @media (orientation: landscape) and (min-width: 1800px) sidebar-doubling block in _base.scss / _applets.scss / _bud.scss — the rem clamp ceiling already caps the size.
- _bud.scss + _applets.scss: bud-btn / bud-panel / bud-suggestions / gear-btn / applet menus all switch to var(--sidebar-w)-based positioning; landscape rules are single (no per-breakpoint duplication).
- Per-spec tradeoff: non-.btn-primary buttons (BYE / NVM / OK / kit-btn / etc.) inherit rem-fluid like everything else and will scale slightly w. viewport. User explicitly OK'd this — they don't need to stay px-fixed.
- 852 ITs + 24 layout/navbar/bud FTs green; existing geometry assertions are relative or categorical (not exact-px) so the rem clamp doesn't surface failures at the 800x1200 FT viewport.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 of the apps.tooltips integration on the tray. Hovering
.tray-sig-card > .sig-stage-card opens #id_tooltip_portal w. an FYI panel
that mirrors #id_fan_fyi_panel (Energy / Operation entries cycled via
PRV|NXT), but w.o. the stage block, w.o. Reversal entries, & w.o. the fan
stage's click-to-dismiss handler — the panel-body click is reserved for
future drag-and-drop on .tray-sig-card:active.
- _partials/_sig_fyi_panel.html — new partial, the .sig-info + PRV|NXT
block extracted out of game_kit.html, _sig_select_overlay.html, &
_sea_overlay.html. {% include %}d back from those 3 callers; pure
copy-paste extraction (no behavioural change to fan stage, sig select,
or sea select).
- room.html: .tray-sig-card > .sig-stage-card gains data-energies +
data-operations (the only attrs StageCard.buildInfoData reads), keyed
off my_tray_sig.energies_json / .operations_json (existing TarotCard
properties).
- tray-tooltip.js: new sig branch — _showSig() builds the panel inline,
paints via StageCard.renderFyi, & wires PRV|NXT cycle handlers; the
mousemove union now covers the .fyi-prev / .fyi-next btn rects (the
btns hang past the portal's left & right edges) so mouse-over them
keeps the panel alive. Click stopPropagation on the btns prevents the
panel-body click from reaching anything else.
- TrayTooltipSpec: 6 new sig-branch specs (panel structure; first energy
entry rendered; PRV|NXT cycling; body click no-dismiss; pointer over
btn rects keeps panel alive; pointer outside full union clears).
- test_component_tray_tooltip.py: 4 sig FTs (hover populates portal w.
Energy/TESTLIBIDO/effect/1-of-2; PRV|NXT cycle; body click does NOT
dismiss; mouseleave clears).
FT helper note — the sig FT's _hover dispatches a synthetic mouseenter
via JS rather than ActionChains.move_to_element, because the role-card
& sig-card cells sit side-by-side in the tray grid: the pointer's
animated path crosses the role-card on its way to the sig-card &
opens the role tooltip mid-flight, which then occludes the sig stage
by the time the move lands. Direct dispatch lands the event on the
intended trigger w.o. the cross-cell drag-by.
313 epic ITs + 335 Jasmine specs (incl. 6 new) + 6 tray-tooltip FTs all
green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- _tray.scss: drop-shadow on cell child elements (img → filter:drop-shadow so the silhouette is the shadow caster, div → box-shadow); 7° hover-tilt on .tray-role-card > img (-7°) and .tray-sig-card > .sig-stage-card (+7° via the standalone `rotate` property so the existing -5° baseline transform composes); :focus persists the tilt after click; cursor: pointer
- tray.js: set tabIndex=0 on placeCard's role cell + on template-rendered .tray-role-card / .tray-sig-card cells at init() so :focus latches the hover state; clear tabindex in reset() for Jasmine afterEach
- TraySpec: 4 new specs covering placeCard tabindex, reset cleanup, init-time tabindex on template-rendered sig & role cards, no-tabindex on bare cells
- New tray-tooltip.js (#id_tooltip_portal) — Phase 1 of the apps.tooltips integration: hovering .tray-role-card > img copies its sibling .tt's innerHTML into the page-root portal, anchors above/below the trigger, & clamps to the viewport horizontally; mousemove outside the union of [trigger, portal] rects clears the portal (Game-Kit pattern, no btns)
- room.html: #id_tooltip_portal mounted at room-page root (outside tray's overflow:hidden); .tt block rendered inline inside .tray-role-card via {% tooltip %} templatetag w. title=role display name & description="[Placeholder description]"
- epic/views.py: my_tray_role_tooltip context dict ({title, description}) keyed off the seated role
- TrayTooltipSpec: 8 specs covering portal population, .active class, sibling-.tt fallback, viewport-edge clamp left/right, and union-rect mouseleave
- 2 FTs in test_component_tray_tooltip.py: hover role img → portal title=Player + description=Placeholder; mouseleave → portal clears
Phase 2 (sig-card tooltip mirroring #id_fan_fyi_panel via a DRY refactor) deferred per plan.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- _computeConjunctions(planets, threshold=8) detects conjunct pairs
- Tick lines (nw-planet-tick) radiate from each planet circle outward
past the zodiac ring; animated via attrTween; styled with --pri* colours
- planetEl.raise() on mouseover puts hovered planet on top in SVG z-order
- Dual tooltip: hovering a conjunct planet shows #id_natus_tooltip_2 beside
the primary, populated with the hidden partner's sign/degree/retrograde data
- #id_natus_tooltip_2 added to home.html, sky.html, room.html
- _natus.scss: tick line rules + both tooltip IDs share all selectors;
#id_natus_confirm gets position:relative/z-index:1 to fix click intercept
- NatusWheelSpec.js: T7 (tick extends past zodiac), T8 (raise to front),
T9j (conjunction dual tooltip) in new conjunction describe block
- FT T3 trimmed to element-ring hover only; planet/conjunction hover
delegated to Jasmine (ActionChains planet-circle hover unreliable in Firefox)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Move #id_natus_tooltip out of #id_applets_container (container-type:
inline-size breaks position:fixed) → add to home.html alongside
#id_tooltip_portal
- Move #id_natus_tooltip out of .natus-modal-wrap (transform breaks
position:fixed) → place as sibling of .natus-overlay in room.html
- Add _positionTooltip() helper in natus-wheel.js: flips tooltip to
left of cursor when it would overflow right edge; clamps both axes
- Replace hardcoded 280px in dashboard.js palette tooltip with measured
offsetWidth; add left-edge floor (Math.max margin)
- Planet tooltip format: @14.0° Capricorn (<svg-icon>) using preloaded
_signPaths; falls back to unicode symbol if not yet loaded
- Add .tt-sign-icon SCSS: fill:currentColor, vertical-align:middle
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- #id_aperture_fill: position:fixed→absolute (clips to .room-page, avoids h2/navbar);
z-index 105→90 (below blur backdrops at z-100); landscape override removed (inset:0 works both orientations)
- _base.scss: landscape footer z-index:100 (matches navbar); corrects unset z-index
- _room.scss: fix stale "navbar z-300" comment; landscape sig-deck-grid columns
repeat(9,1fr)→repeat(9,minmax(0,90px)) to cap card size on wide viewports
- room.js: add resize:end listeners for scaleTable + sizeSigModal; new IIFE dispatches
resize:end 500ms after resize stops so both functions re-measure settled layout
- tray.js: extract _reposition() from inline resize handler; wire to both resize and
resize:end so tray repositions correctly after rapid resize or orientation change
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
roles_revealed WS event removed; select_role last pick now fires _notify_all_roles_filled() + stays in ROLE_SELECT; new pick_sigs view (POST /room/<uuid>/pick-sigs) transitions ROLE_SELECT→SIG_SELECT + broadcasts sig_select_started; room.html shows .pick-sigs-btn when all 6 roles filled; PICK SIGS btn absent during mid-selection; 11 new/modified ITs in SelectRoleViewTest + RoomViewAllRolesFilledTest + PickSigsViewTest
consumer: LEVITY_ROLES {PC/NC/SC} + GRAVITY_ROLES {BC/EC/AC}; connects to per-polarity cursor group (cursors_{id}_levity/gravity); receive_json routes cursor_move to cursor group; new handlers all_roles_filled, sig_select_started, cursor_move; CursorMoveConsumerTest (TransactionTestCase, @tag channels): levity cursor reaches fellow levity player, does not reach gravity player
game kit gear menu: #id_game_kit_menu registered in _applets.scss %applet-menu + fixed-position + landscape offset; id_gk_sections_container added to appletContainerIds in applets.js so OK submit dismisses menu; _game_kit_sections.html sections use entry.applet.grid_cols/grid_rows (was hardcoded 6); %applets-grid applied to #id_gk_sections_container (direct parent of sections, not outer wrapper); FT setUp seeds gk-* applets via get_or_create
drama test reorg: integrated/test_views.py deleted (no drama views); two test classes moved to epic/tests/integrated/test_views.py + GameEvent import added; drama/tests/unit/test_models.py → drama/tests/integrated/test_models.py; unit/ dir removed
login form: position:fixed + vertically centred in base styles across all breakpoints; 24rem width, text-align:center; landscape block reduced to left/right sidebar offsets; alert moved below h2; left-side position indicator slots 3/4/5 column order flipped via CSS data-slot selectors
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- _animationPending set before fetch (not in .then()) — blocks WS turn advance during in-flight request
- _placeCardDelay (3s) + _postTrayDelay (3s) give gamer time to see each step; both zeroed by _testReset()
- .role-confirmed class: full-opacity chair after placeCard completes; server-rendered on reload
- Slot circles disappear in join order (slot 1 first) via count-based logic, not role-label matching
- data-active-slot on card-stack; handleTurnChanged writes it for selectRole() to read
- #id_tray_wrap not rendered during gate phase ({% if room.table_status %})
- Tray slide/arc-in slowed to 1s for diagnostics; wobble kept at 0.45s
- Obsolete test_roles_revealed_simultaneously FT removed; T8 tray FT uses ROLE_SELECT room
- Jasmine macrotask flush pattern: await new Promise(r => setTimeout(r, 0)) after fetch .then()
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Split .gate-overlay into .gate-backdrop (z-100, blur) + .gate-overlay modal (z-120) so .table-position elements (z-110) render above backdrop but below modal
- New _table_positions.html partial: 6 .table-position divs with .fa-chair, role label, and .fa-ban/.fa-circle-check status icons; included unconditionally in room.html
- New epic:room view at /gameboard/room/<uuid>/; gatekeeper redirects there when table_status set; pick_roles redirects there
- role-select.js: adds .active glow to position on selectRole(); swaps .fa-ban→.fa-circle-check in placeCard onComplete; handleTurnChanged clears stale .active from all positions
- FTs: PositionIndicatorsTest (5 tests) + RoleSelectTest 8a/8b (glow + check state)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
CARTE type, User.equipped_trinket FK, Token.slots_claimed field; post_save signal sets
equipped_trinket=COIN for new users, PASS for staff; kit bag now shows only the equipped
trinket in Trinkets section; Game Kit applet mini tooltip portal shows Equipped or Equip
Trinket per token; AJAX POST equip-trinket id updates equippedId in-place; equip btn
now works for COIN, PASS, and CARTE (data-token-id added to all three); Gatekeeper CARTE
flow: drop_token sets current_room (no slot reserved); each empty slot up to
slots_claimed+1 gets a drop-token-btn; slots_claimed high-water mark advances on fill,
never decrements; highest CARTE-filled slot gets NVM (release_slot); token_return_btn
resets current_room + slots_claimed + un-fills all CARTE slots; gate_status always returns
full template so launch-game-btn persists via HTMX when gate_status == OPEN; room.html
includes gatekeeper when GATHERING or OPEN; new FT test_trinket_carte_blanche.py (2
tests, both passing); 299 tests green